F-111A Payload blocking Wingsweep in Air-RB

Hi, All.

The F-111A pylon allocation is blocking wingsweep in Air-RB even after the ordinance has been used.

Furthermore, any pylon allocation blocks the whole wing sweep, and not to the degree that would be allowed. This severely hinders this planes ability especially for speed / climbing in current Air-RB metas cringe.

Further, is there any efforts being made to introduce the F-111C as an Australian RAAF variant with longer wingspan and Mach2?

Is this a known bug, has it been issued into the bug stack and tracked or

Bug report #2635539

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Pylons 1, 2, 6, and 8 do not rotate and lock the wings forward. Not a bug if that’s the pylons you used.
F-111A goes mach 2 currently.

Not sure what the point of this post is…

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They do not UNLOCK after the payload is dropped.

In one of the military videos about the F-111 there is a mention that if the pylones are jetissoned, then it is possible to sweep wings full back.

skip to 4:22 minute

They can’t unlock.
They can only be ejected IRL as @superbuster11 mentions; which isn’t a feature in-game and would require entirely new code.

here’s a better source from the F-111A flight manual itself.
Screenshot (123)

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Yes, I have the manual somewhere but I didn’t feel like looking in it :)

I don’t know much about WTs spaghetti works but they could probably code it so that once all the weapons have been used on a pylon it jettisons the whole thing, kinda like how it will automatically jettison the thing bombs connect to (I forgot the name) once all are spent

“Spaghetti code” doesn’t matter. Not even DCS has pylon jettison capabilities. No commercial software does.
If any software does it’s the Aardvark flight sim IF one was even made.

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Honestly I dont have any experience with DCS and I was under the impression that this is just something Gaijin has refused to do, in theory it seems easy but looking at it it would probably add way too much more lines of somewhat intricate code and statuses to track to top tier which is already hell in that regard

Give Gaijin time. It’s acknowledged and they will likely implement the feature when it’s ready.

Everything will come in time, its best not to rush something anyways because in the world of programming making one thing happen might seem simple at first but next thing you know Su-27s can pull 300Gs in one click of S and immediately enter a backflip

You can probably just use the existing code ingame. We already have “payload blocks mechanizations” as well as “weapons blocked due to landing gear” which should allow the pylons to act as the “weapon rack” which can be automatically jettisoned by toggling a setting on. After jettison it could be treated as an empty pylon.

You can’t. Pylons are inherently separate from ordnance.

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While not fully solving your issue, the F-111A can use full wing sweep and have enough ordnance to destroy three bases with the right loadout.

Try this one, from the image.

You drop 1x 3000 + 2x 750 on the first two, then drop whatever is left on the third. Still lets you fly fast, have a gun and two sidewinders.

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The game already allows for automatically jettisoning of rocket pods. Jettison of pylons isnt any different than that.

The actual difference only exists for the F-111 as the jettison also has to essentially activate a different flight model.

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Ordnance is not a pylon, stop making that false claim.
Pylons are entirely different to ordnance, everyone knows this.

Rocket pods are not ordnance. Rockets are ordnance.

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